When Cataclysm is released and the content is downed, WoWhead will update abilities and such in the tabs above.

Strategy:

This encounter revolves around the Sound Bar mechanic. All of Atramedes' abilities cause their target's sound bar to increase, and when 100% sound is reached Atramedes will gain aggro on the target and hideously mangle and crush them. Atramedes will target the highest sound player with his abilities and follow them faster if their sound is higher.There are eight 'gongs' around the room that can be interacted with, using them will reset every raid member's sound to zero and stun Atramedes for 3 seconds. However when they are used Atramedes will become extremely upset with them and burn them to ash, so they can only be used once each.

Some basic information regarding this boss:

Located within Blackwing Descent, The Athenaeum

97,980,000 Hit Point's (25 MAN)

32,638,000 Hit Points's (10 MAN)

Dragonkin

Beginning Fight Lore:

Images of Lord Victor Nefarius, Maloriak, and a whelping appear before the group.Lord Victor Nefarius: Ah Maloriak how gracious of you to finally appear from that quarantine you call a laboratory. What have you got this time?Maloriak: My sincerest apologies for the disturbance, my liege. But I believe I have something you may be very interested in!Lord Victor Nefarius: By all means, enlighten me.Maloriak: Yes, yes!Maloriak: By extracting agents from the blood of various dragonflights I have created a salve that bestow the wearer sight beyond sight!Maloriak: Sense beyond this realm of mortality!Maloriak: Atramedes! Your master beckons.The whelp, Atramedes moves forward.Maloriak: I present to you experiment number 25463-D!Maloriak uses his salve on Atramedes, causing the whelp to glow orange before becoming disoriented.Lord Victor Nefarius: It appears as though your experiment has failed. That whelp has gone completely blind! Look at him.Lord Victor Nefarius: LOOK AT HIM!Maloriak: How could this be! I will dispose of him immediately!Lord Victor Nefarius: No, not yet.Lord Victor Nefarius: This object of your chagrin may still prove... valuable... to me.Lord Victor Nefarius: Leave now, pathetic alchemist. I anxiously await your next failure.Maloriak: Yes, my lordThe images fade away.

Some quote's of Atramedes:

Aggro

I have no need for eyes to see my enemies. Your clumsy footsteps and foul stench give you away!

Searing Flame

You cannot hide from Searing Flame!

Air Phase

Yes, run! With every step your heartbeat quickens. The beating... loud and thunderous, almost deafening! You cannot escape!

Images of Lord Victor Nefarius, Maloriak, and a whelping appear before the group. Lord Victor Nefarius: Ah Maloriak how gracious of you to finally appear from that quarantine you call a laboratory. What have you got this time? Maloriak: My sincerest apologies for the disturbance, my liege. But I believe I have something you may be very interested in! Lord Victor Nefarius: By all means, enlighten me. Maloriak: Yes, yes! Maloriak: By extracting agents from the blood of various dragonflights I have created a salve that bestow the wearer sight beyond sight! Maloriak: Sense beyond this realm of mortality! Maloriak: Atramedes! Your master beckons. The whelp, Atramedes moves forward. Maloriak: I present to you experiment number 25463-D! Maloriak uses his salve on Atramedes, causing the whelp to glow orange before becoming disoriented. Lord Victor Nefarius: It appears as though your experiment has failed. That whelp has gone completely blind! Look at him. Lord Victor Nefarius: LOOK AT HIM! Maloriak: How could this be! I will dispose of him immediately! Lord Victor Nefarius: No, not yet. Lord Victor Nefarius: This object of your chagrin may still prove... valuable... to me. Lord Victor Nefarius: Leave now, pathetic alchemist. I anxiously await your next failure. Maloriak: Yes, my lord The images fade away.

Comment by ClanniaFarstride

This dude sure as ^&*! better be a mount.

Comment by Muspel

Does this guy have a tail swipe? I see tanks rotating him a lot in the tutorial videos I'm watching, due to his breath attack, but it's not clear how dangerous that is for the melee dps.

Comment by Wiseguy

If your like me and got a heavy modified UI the sound bar that is utilised in this encounter is propably in the wrong place.

Comment by wimbo125

Does he have a humanoid form like Nefarian does? something like Ray Charles or Stevie Wonder?

Comment by Nethris

How to Atramedes: Normal

Everyone gets their own "sound bar (circle)", which can often end up being under some addons and not visible. Clear up addons or download the addon mentioned in Wiseguys post to move it.

Everything considering damage revolves around how much sound you have. If you have 0, modulate hits for ~35k, if you have near max, modulate hits for ~100k, so avoid all the aoe possible. Hitting a gong resets everyones sound.

Assign one ranged (healer or dps) during ground phase to gong duty.Assign one melee dps (pref rogue) during air phase to gong duty.

Boss starts on ground. On ground, random sound circles appear behind boss, easy to dodge thanks to large hitbox.When Sonic Breath targets someone, sloooooowly spin the boss around either way, you wont get hit even though you move so slow. HUGE amount of sound if you failWhen searing flames casts, IMMEDIATELY smack gong. Youll get hit by initial tick and one more tick normally if you are decently fast, 0 ticks is pure luck and 2 is bad. Do NOT predict it too fast, the boss will just cast it after stun. Modulate comes immediately after searing flames.

After second sonic breath, atra lifts up and melee becomes useless.

In air, boss picks a random target and follows him with fire breath, use run speed buffs (hpriest shield/life grip if you dont have any yourself) and kite it for a few seconds. After some time hit a gong to stop the breath from speeding up and giving the target a $%^&load of sound. Try to kite on the same side as the gong as well. After hitting the gong, the one who hit will get targeted by breath again (which is why rogues are good, you can always sprint away).Everyone else dodge the air bomb thingies that boss spams. Dont stand in the fire either.

After a bit of chasing after the new target, ground phase starts again. Rinse and repeat until boss dies.

Comment by metallikop

The trash before Atramedes is rather annoying and took us a wipe or two before we decided to look up the dwarfs abilities and pick a proper kill order, as seen numbered below.

The way these guys work is pretty simple. Each mob has a unique ability that will be transferred to the remaining dwarfs upon death. When any dwarf dies, the remaining dwarfs will be healed to full, so you can't use a "burn evenly" strategy. We used two tanks on our trash attempt, first tank pulling the first and third mob slated to die, second tank pulling the second and fourth mob. On both packs ranged should spread out at least 10 yards, especially on the left side due to chain lightning.

On the right side, it's imperative that you switch to Ironstar when he begins casting Execution. He'll bubble himself and begin a 15 second cast targeting one person. If he completes his cast his execution will one shot anyone. After his bubble is burned off an interrupter must do the needful. IIRC his shield has 1m health, so switching quick is pretty important.

Hope this helps a person or two.

Comment by Hezzina

Doing this encounter on 10man my guild found that the gongs respawn after a certain amount of time, we where doing 1 for searing flames and 2 during the air phase. By the time that we would hit the final gong others would start respawning.

Comment by PsyTech

Interestingly, #25463D is the hex color code for a green/teal color, roughly similar to the color this dragon uses as his model.

Comment by Malediction

Comment by GraveDiggerX

Below, I have written a guide on the abilities and how we defeated this boss.

Our Group:

Tanks - | Druid |

Healers - | Paladin | Druid | Priest |

DPS - | Rogue | Shaman | Mage | SPriest | Paladin | Ele Shaman |

General Boss Information:

This boss is a cycling 2 phase encounter. Ground and Air.

The boss is a blind dragon and therefore uses sound to find his enemies.

The main mechanics of this fight involve a personal sound meter for everyone in the raid and the 10 Ancient Dwarven Shields around the perimeter of the room which act like gongs. When a shield is hit, it results in a Resonating Clash, at which time, Atramedes will gain Vertigo, casing him to be stunned and take 50% more damage for 5 seconds.

The abilities he does increases your sound. If you reach 100% sound you WILL die.

Boss Abilities:

>>>Ground Phase:

You spawn Atramedes by hitting the large gong in the aback of the room, and the encounter will start in the ground phase.

While on the ground he will cast a few different spells.

The first of which is Modulation. This is a large AoE sonic blast coming from Atramedes to the walls of the room. It cannot be avoided and raises sound by 7, along with dealing damage and spawning Sonar Discs at his tail that head toward the raid. Heal through the Modulation and avoid the discs… they increases sound as well.

Secondly, he will cast Sonic Breath on a random raid member. (Speculated to be the one with the highest sound, however it is not proven) This looks like the Flamethrower from the Omnitron fight and when he casts this you need to move in a circular motion around him to avoid being hit. We found it easy to avoid this mechanic by stacking, having the one targeted move counter-clockwise while the rest of the raid takes a step or two clockwise.

Along with those, he will cast Searing Flame. Here is where you will start to use the gong mechanic. Searing Flame is a raid wiping ability and must be interrupted using a gong ASAP. (Note: you CANNOT prevent him from casting this spell by stunning him prematurely, it merely delays the cast and wastes a gong.)

>>>Air Phase:

After leaving the ground, Atramedes will remain in the air for ~30seconds. During which all DPS, including melee, can continue to DPS.

He will cast a few abilities you need to look out for while in the air.

The first of which is Roaring Flame Breath, an ability that targets a random player (Speculated to be the one with the highest sound, however it is not proven) and begins to follow them in an attempt to catch them. It speeds up the longer it tracks a target and will kill them in a matter of seconds if it reaches them. You need to use another gong at this time. Once a gong is used, he will ALWAYS track the person who hit the gong, so be ready.

Along with Roaring Flame Breath, he will also be casting Sonar Bomb, an ability that marks the ground with a small Sonar “void zone.” After a few seconds the bomb will crash in this area, dealing damage and increasing sound. This happens very often and needs to be avoided.

If you successfully survive an air phase, he will come down and P1 will start all over again. Rinse and repeat until dead.

Tips/Strategy:

Tank him facing the entrance with the ranged stack for healing. Switch sides once the gongs are depleted on one side.

Have a designated “gonger.” Preferably someone with good mobility that can still DPS. A healer is not recommended.

Aggro dropping mechanics avoid the Roaring breath.

Be liberal with the gongs… there are enough to go around and call out if you need one. Rather have 1 less gong than a raid member dead.

I wish you the best of luck, and feel free to critique my post and ask any questions.

Please uprate if this helped at all!

A link to our video on YouTube is HERE so you can see how it's done. Please rate and subscribe to see our upcoming videos!

Comment by Moodknight

Comment by waarez

Important note: You can reset this boss by running out of the room if needed !

Comment by skribs

It says that his Searing Flame does 15k damage, but it was starting at 30k damage for us, making the damage done virtually unhealable when we were taking 30k and then 50k ticks back to back, followed by a 40k hit from Modulation 5 seconds later.

Comment by Yoake

My pointers for the ungoing discussion:

There is a new addon on curse called: Atramedes, This will track everyone's soundlevel which makes the fight much easier (just use gong when sound on the meter is very high)

Have everyone (ranged DPS and healers) stack up on the same position in the ground phase. When Atramedes casts Sonic Breath he will mark one person. This person moves right, the rest moves left This ensures minimal movement. See below guide for more specifics.

Gong-users should always stand next to a gong (during the whole fight)

Good positioning and situational awareness is vital (check my guide for more pointers)

Comment by pezz

Paladins: I'm pretty sure bubble will not prevent your sound bar from increasing when standing in effects that should increase it. I tried it with the Sonic Breath and was sitting at ~90% sound for a good 30 seconds waiting for the next gong hit.

Obviously, though, it does prevent the damage, as it's supposed to.

Comment by Hoticehunter

If you're having trouble with people (especially tunnel visioning healers) getting hit by the Sonar Pulses in phase 1, here's a tip: They only spawn immediately after a Modulation. I was having trouble because I was watching Grid too heavily, and then someone mentioned that over vent and it was like, "Oh, how did I never notice that before?" and the fight became a lot simpler for me.

Comment by Estravolt

Tip for all melee dps.

Stay at the far edge of his Hitbox, like you should in most fights. Makes dodging the sonar thing alot easier.

Comment by Althizor

I think there is one very obvious question no one is asking.

Whose idea was it to install gongs in the lair of the dragon with hyper-sensitive hearing?

Was Nef just being a jerk and hoping that Atramedes would run into them from time to time?

Comment by Ellowyn

Is there a reason we have people getting slammed for 100,000-130,000 from Modulation despite having shadow resistance up in 10m? Is this a bug? It's happened several times. Spell description: 39000 to 41000.

Comment by Melana

Comment by Zakton

My guild told me if my sound was too high I'd fail this fight, so I muted my vent. They don't invite me to many raids anymore...

Comment by violetta

I hear he might be asking for a day off in February, apparently he's got a blind date on bell-entines day

he's going to a cinema in Throne of the Four Winds to see Gong With The Wind

he's worried about the length of the movie though, he heard it may drag-on a bit

Comment by Ragingkid

@bootinyriDon't forget:It's super effective!

lololol :D

Comment by Shageki

Hunters should note that Deterrence will completely protect you from the flame breath used during the air phase (No damage or sound increases).

You can also use feign death to get the flame breath to target someone else. However, this doesn't reset the speed of the breath, so make sure everybody is far away from you before you do so.

You'll probably want to use the two abilities in conjunction, as it takes a moment for the the breath switch targets and there's a fair chance it'll get to hit you a few times if you feign death while it's moving quickly, and you're not using deterrence.

EDIT: In some recent attempts on Atramedes, I've noticed that there seems to be a chance that the breath will retarget you shortly after you feign death. In the event that happens, you have to just pray someone is on the ball with a gong.

Comment by Eldente

Does anyone else feel bad when killing him?

I mean, look at the cute whelp, being experimented upon against his will, becoming handicapped as a result of it, not having a single evil intention (I assume his aggro is self-defense) and forced to spend his entire lifetime in a freaking library inside of a mountain.

Comment by killars

Comment by Eldente

We noted during a guild run that Atramedes does not choose the player with the highest sound for the first Sonic Breath during an air phase. It's totally random.

Comment by zapiks44

One important thing no one has mentioned yet:

The gongs are effectively his enrage timer, in that you can only use them 10 times per fight. Since they must be used at least once during ground phase (to interrupt Searing Flame) and at least once during air phase (to reset Roaring Breath speed), that means you'll have to damage him for at least 20% of his total health during each combined ground/air phase, assuming you use the gongs only once during each phase. If you find yourself having to use them more frequently because players are getting high sound quickly, then you're doing something wrong. And if, by the time he lands from first air phase, his health is fairly above 80%, then your group lacks enough DPS to kill him fast enough.

Comment by goonie8

As of patch 4.0.6, you can bug out his first air phase by positioning each raid member against a gong. For whatever reason, he won't be able to target with his Sonic Breath and, as long as no one moves, he'll just fly impotently in circles until the phase ends.

Comment by DarthSlider

Does modulation damage somehow depend on your sound lever or smthg else? We sometimes takes 80-90k aoe and its wipe us... Usually its much less. Heroic mode btw.

Comment by Yoakie

We have Atramedes on farm. We used the 25man.com guide of atramedes at http://25man/cata-guides/atramedes. It helped out a lot. We still have troubles with people dying in the airphase (getting to much sound). Just let everyone realise that they have to keep moving around! Standing in a fire or a sonar pulse longer than a split second can seriously kill you. Even as a ranged DPS I keep moving around and only DPS Atramedes when I am certain that nothing will hit me.

People should just realise that this fight is all about surviving (not about DPSing).

Comment by Tylium

My guild tried Atramedes (10 man normal) for the first time last night and noticed that the level of sound generated by modulation seems to vary from player to player. It seems to be scaling with the level of sound that the player already has. Here are some logs:

Which shows that modulation dmg quite obviously scales with sound in a big way.

Comment by Epicskillz

I (ret paladin) noticed something funny last time i did this boss. I got to 100 sound, but bubbled before it actually killed me. The devastate spell he does when people reach 100 sound only lasts for 8 secs or so, so i survived to dps the boss further while still being at 100 sound.

Probably works the same way for mages i guess.

Comment by Madeline

My raid group has killed Atramedes twice, but yesterday we noticed that a lot of us were getting sound stacked much higher than normal and we were running into a lot of problems. We had already figured out a long time ago that the amount of sound applied by his abilities scales directly in proportion with the amount of sound currently on a player, but there seems to be something buggy with his Sonic Breath ability at the moment. Checking our World of Logs confirmed it - the targeted player would start running one way, the rest of the raid would run the other way, and WoL always recorded zero damage/sound applied to anyone for the duration of Sonic Breath - but AFTER the spell ended, everyone in the ranged group would take damage from it, even though no one was anywhere near the flame at that point in time, nor was anyone close enough to get splashed with it initially. I hope this gets seen to soon.

Comment by Volari

I made an in-depth, illustrated guide for Atramedes on my blog for those that like depicted explanations.

Comment by Lemma

They were referring to the sound bar, a mechanic in this fight. If you reach 100, you will die.

Comment by Nesci

There's 1 thing I've not read in the complete comments yet, but that "thing" is pretty useful. Well 1 class+role that is to be exact.

A holy priest is working perfectly for us during Roaring Flame Breath. Simply cause a holy priest has:a) Body and Soul talent, giving a person 60% speedrun increase for 4 secs when shielded;b) Leap of Faith, giving a head start of the beam again of max 40 yards and again 60% speedrun increase for 4 secs.

We're using these abilities during Roaring Flame Breath and it saves us a LOT of trouble when the initial targeted person is running. We can use Leap of Faith during every air phase, cause Leap of Faith has a CD of 90 secs, and a complete cycle of phases is 120 secs.

I hope this might tip the balance for guilds that are really struggling on Atramedes.

Comment by lethargy

The adds spawned in the heroic version of this fight is Obnoxious Fiend if anyone was interested, didn't see it mentioned anywhere.

Comment by Serelitz

Worth noting that you can survive at 100 sound assuming you use an immunity - if a gong is going to be used during that time your 100 sound will get reset and you will not die. If for example you have 99 sound right before Searing Flames, you can Iceblock/Bubble preemptively and the gong used to interrupt it will reset your sound to 0.

Comment by Erethzium

Sonic Breath: This is cast on the target who has the current highest amount of sound...

Atramedes will cast Sonic Breath on the player with the highest amount of sound from the air as well...

Misinformation. He does NOT cast on the player with the highest sound. I've been at ~15 sound with other people above 50, and he still casts on me. Stop confusing noobs, Wowhead. :o

Comment by yoaka

sorry wrong page :P .

Comment by Erethzium

Sonic Breath: This is cast on the target who has the current highest amount of sound...

Atramedes will cast Sonic Breath on the player with the highest amount of sound from the air as well...

Misinformation. He does NOT cast on the player with the highest sound. I've been at ~15 sound with other people above 50, and he still casts on me. Stop confusing noobs, Wowhead. :o

Comment by Erethzium

Wrong page, this is Atramedes not Maloriak. :P

Comment by yoaka

Air Phase The fire breath in the air phase (Roaring Searing Flame) follows anybody that uses the gong. Ideally you want a rogue/druid to interrupt the Fire Breath in the air phase. They can use sprint to outrun the flames.

You want to kite the Roaring Searing Flames to the sides, so the middle is empty. You have to adjust positions if the room is covered in flames.

Ground Phase You will get 1 or 2 ticks of Searing Flame, even if you interrupt Searing Flame on time. This is normal and can be very tricky in 10 mans (a lot less in 25mans).

Make sure to download the new Atramedes addon (called: Atramedes) at www.curse.com. This addon tracks the soundlevel of all people. I believe its also a new feature with DBM? But need confirmation on that.

If you guys are stuck on this encounter, you can also go to: 25man.com. The guide over there is pretty comprehensive (shortcut: 25man.com/atramedes)

Comment by HogTheSeeker

i believe the real question about atramedes would be "how the hell did he get a warrior wrathfull gladiator plate helm without stepping into the arena?"

i say hax

Comment by elrenifico

Does anyone get hit by 3 meteors for no reason right after Modulation ? It's been the cause of many wipes for us...the ranged group is already weakened by the aoe and 3 balls of fire similar to a shaman's Lava Burst just finish off players, none of them near 100 sound. Also been hit by 4-5 consequent 20k-ish bombs while kiting the flame breath, bug that hit a fellow shaman the next wipe in an identical manner.

I would like to see the spell Devastate explained on this thread...leads to a lot of wipes even though no one is at 100.

Hoping something will be fixed and avoiding massive nerd rage screw this boss until a fix.

Comment by yuriken

These groups may seem counter-intuitive; you usually want to eliminate either the weakest links or the biggest threats first, but doing the latter in this fight will simply multiply your troubles.

Just to iterate here - you want to kill the dwarves first whose abilities help their allies the least. For instance, if you choose to kill Spirit of Ironstar first, you'll have 3 dwarves remaining that can cast Execution Sentence - that's no good! I'd recommend not killing either Spirit of Ironstar or Spirit of Shadowforge 1st or 2nd (two or three dwarves getting Chain Lightning will rough you up in a hurry too!) Killing them 3rd or 4th though makes no difference with ranged abilities; your final dwarf will always have all four buffs on him at once.

Also, your DPS should all be focused on a single target at a time. As previously mentioned, they will heal their buddies when they die, so after each mob death they'll all be at full again. There's no advantage to your cast or incidental AoE's here other than to possibly pad your meters.

Here's the list from above but with ability links and tooltips (thanks metallikop). I have changed the order as well (assuming you are smart and off-tank your PBAoE's away from your Melee DPS, with a focus on reducing the damage taken by the raid. Note also that Whirlwind (originally from Spirit of Burningeye) reduces movement speed, meaning that even the tank (and other DPS) can get out of his range and reduce damage taken. It is also on a 13 second cooldown and should be generally avoidable if you're on your toes. Again, in general, once your first two are down in each group, which dwarf you kill 3rd or 4th doesn't make much difference, as there is only one target left to share the ability with, and he'll have all four then.

As the Stormbolt damage and stun effect can be wicked and the RNG could mean your healers get all stunned at once or gibbed (but don't forget spreading-out is helpful!), Thunderclap is picked as the first to "share." After this, though, you have three mobs using it, so you should have the kill target handled away from the others, while only a single tank is in range of the other two (this way your melee DPS are only ever exposed to one mob at a time with Thunderclap.)

Obviously different raid compositions may have benefits from different kill orders (if they are melee-heavy, spreading Stormbolt first might be preferable.)

Comment by Bknobbie

The fire breath in the air phase (Roaring Searing Flame) follows anybody that uses the gong. Ideally you want a rogue/druid to interrupt the Fire Breath in the air phase. They can use sprint to outrun the flames.

You want to kite the Roaring Searing Flames to the sides, so the middle is empty. You have to adjust positions if the room is covered in flames.

You will get 1 or 2 ticks of Searing Flame, even if you interrupt Searing Flame on time. This is normal and can be very tricky in 10 mans (a lot less in 25mans).

Make sure to download the new Atramedes addon (called: Atramedes) at www.curse.com. This addon tracks the soundlevel of all people.

If you guys are stuck on this encounter, you can also go to:25man.com. The guide over there is pretty comprehensive (shortcut: 25man.com/atramedes)

Comment by Showtimex

A complete step-by-step Strategy guide for the Atramedes encounter can be found at: 25man.com/atramedes

Everything explained in detail with screenshots.No wall of text!

Comment by lyom

Note that walking instead of running (press your numlock key) decreases all sound you make by roughly 50%.

Comment by pheonicks

I'm trying to find a way to calculate where my group is getting their sound from by going over our logs. Does anyone know exactly how much sound is generated per hit of sonic breath?

Comment by wowgeek123

Yeah. Just to clear something up. NOTHING IN THIS FIGHT HAS ANYTHING TO DO WITH THE PERSON WITH THE MAX SOUND. Tracking in the air targets a random person. Tracking on the ground targets a random person.

If anyone else was wondering, the amount of sound someone has has NOTHING to do with whether they will be tracked. I had 99 sound (legit) and did not get tracked. Instead, the mage with 12 sound got tracked.

Comment by HeyJimmy

From 4.1.0 Patch Notes: o Searing Flames now causes a 6-second cooldown on Modulation. o Searing Flames no longer increases Sound on players. o Players should no longer be able to avoid the first period damage tick of Searing Flame, and Searing Flame now ticks every 2 seconds. The damage of Searing Flame has been increased to compensate for it ticking less frequently.

Upd: Killed him with first try after patch 4.1 (after about 20 wipes we had before patch... yes, it's casual guild). We were following the same tactics and doing the same amount of mistakes as before, he is just much easier now.

Comment by Trisul

We use a strategy that one of our raid members suggested for the ground phase on NORMAL-10m, after struggling a bit previously on this guy.

Basically, the tank will do a simple pull to the center of the room (boss is facing door), and all raid members will spread out around Atramedes, instead of the standard "ranged + healers stack up" strategy. We all agree to dodge the flamethrower by moving in one direction (for us, clockwise, aka LEFT).

The reasons why we position this way:

Minimize the possibility of the Sonic Breath flamethrower hitting high numbers of our raid. If ranged + healers are stacked, the flamethrower has the potential to hit everyone in the group before people move out of the way. In our "spread" strategy, it will hit only one, if they are slow.

Reduce the negative impacts of Sonic Pulse sound circles. Our strategy results in about half the raid not requiring to move at all to dodge the pulse circles, since only 4 spawn. In addition, if a person MUST run through the sound circles to avoid the Sonic Breath flamethrower, they will only run through one, and not multiple stacked pulses.

Builds better raid awareness. This is kind of a bonus on the side, but this puts a bit more individual responsibility on everyone to be aware of who is being tracked by the Sonic Breath flamethrower. People have responsibility to avoid Sonic Breath if Atramedes is tracking near you.

Individual positioning is important, as the distance from each player to Atramedes affects the turning speed of his Sonic Breath flamethrower attack. Melee should be positioned as far away as possible, at the edge of his giant hitbox. Healers and ranged should be roughly the same distance away from Atramedes as the melee.

Comment by Trisul

We use a strategy that one of our raid members suggested for the ground phase on NORMAL-10m, after struggling a bit previously on this guy.

Basically, the tank will do a simple pull to the center of the room (boss is facing door), and all raid members will spread out evenlyaround Atramedes, instead of the standard "ranged + healers stack" strategy. We all agree to dodge the flamethrower by moving in one direction (for us, clockwise, aka LEFT).

The reasons why we position this way:

Minimize the possibility of the Sonic Breath flamethrower hitting high numbers of our raid. If ranged & healers are stacked, the flamethrower has the potential to hit everyone in that group before people move out of the way. In our "spread" strategy, it will at worst hit only one.

Reduce the negative impacts of Sonic Pulse sound circles. Our strategy results in about half of the raid not requiring to move at all to dodge the pulse circles, since only 4 circles spawn. In addition, if a person MUST run through the sound circles to avoid the Sonic Breath flamethrower, they will only run through one pulse, and not multiple stacked pulses.

Builds better raid awareness. This is kind of a bonus on the side, but this puts a bit more individual responsibility on everyone to be aware of who is being tracked by the Sonic Breath flamethrower. People have the responsibility to look out for and avoid the Sonic Breath flamethrower if Atramedes is tracking someone near you.

Individual positioning is important, as the distance from each player to Atramedes affects the turning speed of his Sonic Breath flamethrower attack. Melee should be positioned as far away as possible, at the edge of his giant hitbox. Healers and ranged should be roughly the same distance away from Atramedes as the melee.

In terms of Searing Flames gong duty and air phase, standard strategy and tactics apply.

In an ideal world, the "stack" strategy should work fine and no one should ever get caught by the flamethrower. In the real world, mistakes happen. The "spread" strategy gives you more room for error. Give it a try if "stack" doesn't stick.

Comment by Trisul

We use a strategy that one of our raid members suggested for the ground phase on NORMAL-10m, after struggling a bit previously on this guy.

Basically, the tank will do a simple pull to the center of the room (boss is facing door), and all raid members will spread out evenly around Atramedes, instead of the standard "ranged + healers stack" strategy. We all agree to dodge the flamethrower by moving in one direction (for us, clockwise, aka LEFT).

The reasons why we position this way:

Minimize the possibility of the Sonic Breath flamethrower hitting high numbers of our raid. If ranged & healers are stacked, the flamethrower has the potential to hit everyone in that group before people move out of the way. In our "spread" strategy, it will at worst hit only one.

Reduce the negative impacts of Sonic Pulse sound circles. Our strategy results in about half of the raid not requiring to move at all to dodge the pulse circles, since only 4 circles spawn. In addition, if a person MUST run through the sound circles to avoid the Sonic Breath flamethrower, they will only run through one pulse, and not multiple stacked pulses.

Builds better raid awareness. This is kind of a bonus on the side, but this puts a bit more individual responsibility on everyone to be aware of who is being tracked by the Sonic Breath flamethrower. People have the responsibility to look out for and avoid the Sonic Breath flamethrower if Atramedes is tracking someone near you.

Individual positioning is important, as the distance from each player to Atramedes affects the turning speed of his Sonic Breath flamethrower attack. Melee should be positioned as far away as possible, at the edge of his giant hitbox. Healers and ranged should be roughly the same distance away from Atramedes as the melee.

In terms of Searing Flames gong duty and air phase, standard strategy and tactics apply.

In an ideal world, the "stack" strategy should work fine and no one should ever get caught by the flamethrower. In the real world, mistakes happen. The "spread" strategy gives you more room for error. Give it a try if "stack" doesn't stick.

Comment by Euphemia

Just a few words about being a rogue for dealing with the gongs in the airphases. If you time your sprint and cloak of shadows correctly, you should be able to deal with every single airphase fine. So if the rest of your raiders stay spread out and constantly moving about in the airphase, your troubles should be gone :D

Remember that the player who hits the gong in the airphase will always be targetted by his tracking after he has destroyed the gong. As a rogue, wait for him to start tracking you, pop sprint and kite the fire around the outer edges of the room. When sprint wears off, pop your Cloak and reposition so that you'll be ready for when Atramedes comes back to the ground.

Here is a video of one of our kills on him, where you should be able to see the rogue-way fairly well.

Good lucks!

Comment by Thediss

This is probably one of the first heroic fights you should attempt, as it is very similar to normal.The differences, for 10 man, include an add that dies quick...and less gongs!If your group has good execution in normal (taking as little sound as possible, using as little gongs as possible), this fight will won't pose any problems.

Comment by Botulism

Has anyone noticed the Searing Flames still hitting people that are clearly away from any source of it burning on the ground?

Comment by MatrixReloaded

Am I the only one who's disappointed that there are no Blind Guardian references in either this fight or any of the drops?

Comment by velde046

Anyone know if or what the link is between Atramedes and Majordomo Executus? Was wondering since the bell at Atramedes has the inscription 'Too Soon Executus'. Check here.

Comment by Xion87

I don't know i fell remorse about killing this dragoon :(

Comment by lazymangaka

Comment by lovechia

I want him as a mount. I really like his model, he´s a cutie. :-)

Comment by smackthekids

Just thought I'd add, despite what everyone says and all the Google searches in the world, while the boss is easy to solo, the TRASH is ALSO solo able. I cannot find any videos on YouTube and even the people soloing the boss say you need a raid for the trash in Atremedes room. Its simple, the Execution is a rediculously long stun while the other 3 murder you, then finished off with a 100k hit. Solution: blow CDs on the 1 mob with Execution skill, this will spread it to the other 3. Now 3 instead of 1 can execute you. Sounds terrible, but, when all 3 have Execution, they all pop it at once, giving you nearly 20 seconds of zero damage cuz all 3 mobs are busy trying to cast execute. If you HoT yourself before it happens, you'll just heal up for 20 sec, then take a 300k hit, then have a long time before it happens again, repeat. In addition, if you have any type of damage absorption or mitigation, the millisecond you take damage from execute, your stun is removed, and you have a fraction of a second to pop CDs before the 2nd and 3rd executes reduce your HP. If you think you can just DPS through the trash, you'all be stunned and soak up enough damage to kill even well geared 90s, so I hope this helps!

Comment by cyrien

This fight is easy to solo. I just did it on a 552 ilvl guardian druid and even got the achievement for not going above 50% sound bar.

Comment by Pawjoe

Cool Boss

Comment by bluudbath

90 hunter easily soloed 10n.

Comment by wownicolyo

Soloing as a 568 WW Monk - I wiped to the Atramedes trash (thanks, Execution) before I thought to actually look up the spells. Next time around, I ate a cheap banquet, used a flask, and on the pull I popped an unnecessary agility potion(trying to get rid of them anyway).

For the right side(the one I used the pot on), I set my SEF clones up: one on Angerforge and another on Thaurissan while I focused down Ironstar(the Executioner) on my own. I then finished off Burning eye, stunning if I could. It was quite bursty and they died in about 5 seconds. Even though it was fast, I still feel like my burning down the executioner helped me through it.

The left side was fairly easy, I just kinda pulled them and put my SEF clones out. One kept healing back up to full health a few times(I don't remember which one) but after about the third full heal, it was dead.

Again, quick and easily soloable as of 6.0.2

Comment by WHZs

Be careful if you kill the boss too early (when it descends to the ground), there is a chance that the entry door closes and remains blocked.

Guides

Related

Tooltips and dungeon journal reflect ability values for one encounter version. Please refer to "Effect" section on spell pages to see values for all raid sizes and difficulties.

Sound

Atramedes is blind and hunts based on sound. Players begin the battle with 0 Sound and gain Sound when taking damage. Atramedes channels Devastation on targets with 100 Sound and quickly kills them.Using an Ancient Dwarven Shield resets the Sound on all players.

Ten Ancient Dwarven Shields are positioned around the room. Any player can strike one of the shields and cause a Resonating Clash. This interrupts Atramedes' casting, resets the Sound on every player to zero, and gives Atramedes a case of Vertigo. When Atramedes recovers from Vertigo, he destroys the shield.

Resonating Clash
– The sound resonating from the Ancient Dwarven Shield interrupts Atramedes' casting.While Airborne, Atramedes switches the target of his Roaring Flame Breath to the player who used the Ancient Dwarven Shield.

Vertigo
– The Resonating Clash places Atramedes into a state of Vertigo, increasing damage taken by 50% for 5 sec.

Modulation inflicts 8736 to 9184 additional Sound, and the damage inflicted on a player increases with higher Sound levels.

Sonic Breath
– Atramedes tracks on a random player, breathing fire as he turns towards that player. Sonic Flame inflicts 5460 to 5740 Fire damage to all players in its path and adds 20 Sound.

Searing Flames
– Atramedes channels and fills the room with flames. The flames inflict 5460 to 5740 Fire damage every 2 sec. and increases Fire damage taken by 50% for 6 sec. The damage increases by 2% for every point of Sound on the target. Resonating Clash interrupts the channeling of Searing Flames.Searing Flames leaves behind patches of Roaring Flames on the ground for 4 sec.

Atramedes periodically flies up into the air during the fight, raining destruction down on his enemies from above.

Roaring Flame Breath
– Atramedes breathes a gout of flame that follows a random player around the room. The Roaring Flame Breath inflicts 4095 to 4305 Fire damage and leaves Roaring Flames in its wake. The movement of the breath speeds up over time.A Resonating Clash temporarily halts the progress of breath, but Atramedes then retargets the flames on a player that used the Ancient Dwarven Shield.

Sonar Bomb
– Atramedes launches Sonar Bombs at the locations of random players. The impact of the Sonar Bomb inflicts 5600 Arcane damage to players within 6 yards of the targeted location and increases their Sound by 20.

Sonic Fireball
– Atramedes launches Sonic Fireballs at the areas where his Sonar Bombs landed. Sonic Fireballs inflict 8190 to 8610 Fire damage to all enemies within 50000 yards of the target.

Obnoxious Fiend
– Lord Victor Nefarius meddles in the fight, randomly opening portals and allowing Obnoxious Fiends to enter the fray. Each Obnoxious Fiend jumps on the back of a random player and tries to increase that player's Sound.

Phase Shift
– Obnoxious Fiends are immune to spells when not on a player's back.

Obnoxious
– When an Obnoxious Fiend jumps on a player's back, it casts Obnoxious to increase that player's Sound by 10.